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Thread: Importing Non-standard DFFs into 3DS Max

I don't know if this is where it would go or not, but I have Kam's GTA scripts for 3DS Max but every time i try to import a Modified(open-model) Car into 3DS Max with the script, it says "this is a Non-standard DFF" and doesn't import it. Can someone help me, i'm a noob a model modding.

Thank You, E1405

If this is in the wrong place, will someone put it in the right place please, thanks

Non-Standard .dff means your car mod was created in Zanoza Modeler 2. To open the model in Autodesk 3D Studio Max you have to first open it in ZM2 and then export it as a .3ds file. Once completed you will have to reset all textures and dummies (as well as resize the car) before it will be recompatible with GTA:SA.

Non-Standard .dff means your car mod was created in Zanoza Modeler 2. To open the model in Autodesk 3D Studio Max you have to first open it in ZM2 and then export it as a .3ds file. Once completed you will have to reset all textures and dummies (as well as resize the car) before it will be recompatible with GTA:SA.

is there any specific tutorial on this?? even i wanna know how to do it exactly!

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